DIRTY BOMB UPDATE: Version 19039


(rand0m) #101

[QUOTE=acQu;444024]So tested and the gunplay i leave to the pros with feedback. It felt at least right and there is not so much spread. I also like that you listened to my advice on increasing the flycurves of the packs. Really like that, they fly nicely all over the place now and can be used really well (doesn’t feel that blocky anymore). I am also an initial fan of the new Canary Wharf map, as i was a bit sceptical at first for it being indoor. But i know that this map doesn’t stay that nice, or maybe it does. What i mean is that i pretty much expect you to put alot of clutter and other stuff in it. I like how it is now, with very clean visuals. I am also almost a fan of the textures used (reminds me of Portal maps) and i think this could be a nice artstyle for itself.

Overall i like the progess.

Another thing i would really like to point out. I really advice to just install W:ET and simply move your character around. You will immedietely notice that DB is currently miles away from such nice movement. Especially the character responsiveness. If possible i would like this to be exactly like W:ET. I don’t mean the movement system though, just the way you move your character (press a, d, a, d, a, d and move your character around like that, there is a big difference so far, i think this can be improved). EDIT maybe it is that you can’t sprint while moving sidewards. I really would like to have a version of DB to test out where you can sprint and strafe at the same time. Maybe that is the key problem (for me).

Again, nice progress so far :)[/QUOTE]

The problem is…id tech 3 is probably one of the best if not the best movement engines ever created. Nothing will replicate it, or come close until id does it again.


(INF3RN0) #102

QFT. I barely have time to play games these days, and even being rustier than a bag of old nails with around 2hours play time in a month… I can kill someone who probably has better aim because the moment the crosshair lines up they drop down to 1/2 HP. I hate being rewarded for being inconsistent. It really feels like I can get away with murder just because any mistake I make get’s fluffed by the lack of reaction time.


(Mustang) #103

Bumping this back to the front page as it is still the thread for feedback on the current build.


(woll3) #104

TBH, i dont think that the SMG of medic 01 can be balanced in such a way that there wont be any complaints, if you lower the overall ROF for all weapons by a certain degree, it will still have a lower ttk and be easier to use than others, if you increase the spread people will complain that its too inaccurate, but considering that its meant to be used for short to medium distance(which raises the question how far that would be) i think it would actually be ok if the spread would be higher if the maximum spread during shooting is lower than with the rifles, a bit like Brink but not with such extremes. Another way would be higher and earlier damage fall off. The next thing is at which range the fops rifle shouldnt be too much useful compared to the scope, without making the carbine of the engineer the better option.

Raw numbers of the weapon damage, falloff range, viewkick, and min/maxspread from the devs would be quite useful to see how they could be altered, and i also think its time to give the toys some names.


(zeroooo) #105

changing the rof would be too expensive, i think anti said this for a while xD


(iwound) #106

been meaning to post this for a while.
the arch of metal is off-putting when aiming. id prefer a clear sight with just my dot.
but the glass effect is really nice with the half green, not sure what that’s for.



(Bangtastic) #107

do you intend movement changes in the upcoming patches?

what about increasing slightly sprint speed and maybe jump distance? IMO at least the char should be able to jump a further distance compared to walking (which i cant see/ is hard to notice atm) since you barely cant jump/climb on things except for cars, trashcontainers. so jumping 3-4m shouldnt be a problem even with some gear. my estimation for sprint speed atm that it is like 0.6 faster than walking? would be nice as stated previously from someone to get some key stats for guns n basic gameplay elements.

or you make sprint speed faster with pistol/knive as alternative, or both :smiley:

maybe im false, its just a thing that comes to my mind when i play DB again compared to other games. i would like to have something in contrast in order to compare.


(OwNLY) #108

After some testing with the current crosshair options, i got my best accuracy with no crosshair at all.
Now i am playing with a crosshair i painted with a pen onto my screen.
Works out pretty ok, just a nice static crosshair (black is a little problem, but it´s the best i can get).
The mousemovement feels really odd, but i know there is already a thread about that.

Then there are still these hitbox/hitreg issues.
Sometimes for example i get multiple hitbeeps/hitmarker on a guy who has 100%hp after the firefight (no medpaks).
Clearly there is something really wrong, i am getting a lot of “false hits”.
Seems like its caused by the bad performance.
On a normal game with low player count or on canary wharf, where i have good fps i can hit pretty good.
But on full servers (more than 4vs4) i can´t hit ****. Stats go from a K/D of about 2 down to below 1 (worst was 1-13).
And i fear if this fixed (hopefully with the bad performance this month), the ttk will be way too low.

In the moment it´s not really fun to play because of these technical issues…


(Violator) #109

Just had another try now and can ECHO what OwNLY says - a mix of the old hitreg and tracking lag CQC issues (mid range is ok generally), too many players with good headshot aim (when I do score a couple of headshots I still seem to die in 1 or 2), so not a lot of fun for me either I’m afraid. I wish I could demo but my pc can barely handle the game itself :(.


(rand0m) #110

[QUOTE=iwound;444871]been meaning to post this for a while.
the arch of metal is off-putting when aiming. id prefer a clear sight with just my dot.
but the glass effect is really nice with the half green, not sure what that’s for.


[/QUOTE]

That’s exactly what you see in real life though :).


(Rex) #111

Yeah, but not in PC games.


(Ruben0s) #112

Played like 3 games in past 2 months. I got no problem with the hit reg, it feels fine to me, but I also got no problems with my fps. Get a lot of kills, but the TTK feels indeed weird. Especially close combat. I pretty often got the feeling that I instant kill someone.

Some other things that I notice, is that when the enemy walks close to a wall or an object, their animation gets launched into the air.


(BomBaKlaK) #113

Please increase a bit the TTK ! is really to short
that was much better before, so maybe something in between can be cool


(woll3) #114

Its for “authenticity” © Medal Of Honor, Medal of Honor: Warfighter, Electronic Arts and their respective Trademarks, please dont sue me.

Its just the way it is in Real Life, changing the tower isnt that easy from what i have heard, and nobody would dothat just for an optic, but maybe SD could model a rail riser(google it) or something similar, for weapons that will/would have the Problem.(M4, G3 Types and Stuff)


(Rex) #115

[QUOTE=woll3;445323]Its for “authenticity” © Medal Of Honor, Medal of Honor: Warfighter, Electronic Arts and their respective Trademarks, please dont sue me.

Its just the way it is in Real Life, changing the tower isnt that easy from what i have heard, and nobody would dothat just for an optic, but maybe SD could model a rail riser(google it) or something similar, for weapons that will/would have the Problem.(M4, G3 Types and Stuff)[/QUOTE]

I’m a bit confused if that’s meant seriously, but changing the IS shouldn’t be a problem.


(woll3) #116

Wait, are we talking about modeling it ingame or RL?

In RL the front sight is a tower that consists out of three rings, the upper is the Sight that you look through, the middle one is connected to the the cocking tube, and through the lowest goes the Barrel. Altough im not familiar with the platform i would say its nothing you are just doing while you are on the field since it would require a disassembly of the gun, not to mention that there were reports from people that had to heat up the tower because they couldnt get it off the barrel, also it seems like german made ones have it soldered on somewhere, but im not too sure on that. The rear sight on the other hand is just clamped on with a screw, and as you can see, when the Red Dot is mounted it isnt there.

Edit: And just to mention it, the iron sight that the AR 15 of Soldier 01 uses is Part of the gas block, the rifle wouldnt work without it ofc.


(Violator) #117

I’ve always had the exact opposite. Within 2m of any player it will lag like hell (fps will drop to 30-40 from 70-80) and I will instantly die 9 times out of 10, despite apparently scoring headshots and numerous hit dings. Tracking will lag behind where it appears to be on screen so I have to lead like crazy by which time I’m dead. I don’t have this kind of problem in ET / QW etc. or any other game to date. It does seem to be much worse on LB & WL where I get much lower fps than say CL or WC - tbh I don’t really get the issue much on those maps thinking about it.


(Verticae) #118

I experience this issue too, though I had always chalked it up to my ping. Basically, anything that turns into a close-range strafe party, I tend to lose.


(MrEd) #119

Frame rate stability is indeed the biggest problem when it comes to inconsistent outcomes to fire fights. Frame stalls not only effect the input to the user’s eyes and ears but also the ability of the game to process key inputs and network traffic. This is something that we’ve been able to observe well in our internal testing, where we have the benefit of controlled LAN conditions and unfortunately over the Internet the issues are much more pronounced. During early development we’ve had the advantage of having high spec machines and some quick fixes to get performance good enough to test but now we have the opportunity to really push performance across the board and try to remove environmental conditions from the outcome of matchups.


(Violator) #120

That’s good to hear :slight_smile: Ping isn’t really my problem (I get around 25-28 usually) but I’m CPU/GPU bound (I’m on a core i3 3.07Ghz + GTX 460). Performance really drops the more players join, with the biggest jump being from an empty server (I can get 90-110fps for instance on LB which then drops to 70 when another player joins, getting steadily worse the more players there are, even if they are not visible).